5,628 Commits over 913 Days - 0.26cph!
Fix a bunch of edge cases with autocomplete, previews of autocomplete and when to accept/decline
Tab and left shift + tab will navigate everything up and down as well as the arrow keys
- Always show convar descriptions (dont need to highlight them)
- Hide description if we have none
- First batch of ai generated convar descriptions
- (Generated) is appended to the front of each one so players know if its hand written or generated
- AI markers still left on unprocssed vars (added ClientVar or ServerVar again as its marker for some reason)
Have to wait 3 hours because of rate limits
- Fix more console compile errors
- Fix WakeAIZ compile error
- Remove rich text from a bunch of places in the console
- Hide RconOnly command unless RCON
- Hide developer only commands unless developer
Fix 'Show Server' and 'Show Client' text not scaling properly on animations
- Hovering over a autocomplete option will add it to the input field
- Arrow key navigating to an autocomplete option will also add it to the input field
Dont print every log twice
Make errors more see-through
Error UI:
- Dont force uppercase
- Allow turning off amount object again
Ensure new error panels alpha is auto set to 1
Attempt to scroll auto complete when navigating
Prevent new error ui from autowiping its errors depending on alpha state
Autocomplete now shows in a scroll
- Enter only intercepts if the user has navigated to a suggestion with the arrow keys. If they just typed a command and hit Enter directly, it submits as normal.
- Added a console command to test NRE's
Pressing enter on autocomplete entries submits them to the console input field
Add light/dark rows to the command list
- Mark convars that are methods with [METHOD] in autocomplete + Command List
- Add a scrollbar to console
- Clamp command list scroll instead of elastic
- Refactor autocomplete logic - put it all in a single script
- Reposition auto completes so they go top to bottom now
Reduce console input size, reduce size of auto complete entries
Applied old console prefab
- Applied flaviens virtual scroll changes (minor changes to add better overscan)
- Change font base size on autocomplete buttons
- Reduce autocomplete button size
- cap console ui refresh
- add fast paths to text buffer
- optimize autocomplete
skybox_slider_fix -> main
Fix skybox slider not working in workshop editor
loading_screen_fixes -> main
- Fix loading screen constantly disabling itself
- Removed old loading screen
- Dont allow disabling images
- Rename methods and minor cleanup
- Simplify loading screen images (let http image handle it)
- Setup one set of images on launch and let it be reused throughout
- Make use of Image Cache so we can get cache reads on each successive game launch
- Ensure loading screen images are DXT high quality compressed
Add DXT compression support to HttpImage
Add a few more preloaded error objects
- New error system
- Can append errors together and update a total rather than spamming the same error repeatedly hiding everything else
- Current max of 10 unique errors shown (always shows latest at top
- Add convar to go back to the legacy error system (incase)
UI design for a new error display (replace the wall of red text with something a little cleaner)
Collectables network range adjustment:
berry-green-collectable 256m -> 128m
berry-black-collectable 256m -> 128m
berry-blue-collectable 256m -> 128m
berry-white-collectable 256m -> 128m
berry-yellow-collectable 256m -> 128m
berry-red-collectable 256m -> 128m
driftwood_1 256m -> 128m
driftwood_2 256m -> 128m
driftwood_3 256m -> 128m
driftwood_4 256m -> 128m
driftwood_5 256m -> 128m
deadlog_a 256m -> 128m
deadlog_b 256m -> 128m
deadlog_c 256m -> 128m
Loot-Barrel-1 256m -> 128m
Loot-Barrel-2 256m -> 128m
Corn-Collectable 256m -> 128m
Orchid-Collectable 256m -> 128m
Potato-Collectable 256m -> 128m
Pumpkin-Collectable 256m -> 128m
Rose-Collectable 256m -> 128m
Sunflower-Collectable 256m -> 128m
Wheat-Collectable 256m -> 128m
Wood-Collectable 256m -> 128m
Trash-Pile-1 256m -> 128m
Created a tool + context menu button on all BaseEntities to print out LOD culling range.
This is useful so I can accurately set network range settings for a bunch of entities.
For some things theres point networking to 256 if i can only be seen up to 100m etc.
crate_underwater_basic 256m -> 128m
natural_beehive 256m -> 512m
grenade_molotov 256m -> 128m
orebonus_generic 256m -> 128m
metal_detector_source 256m -> 128m
treemarking 256m -> 128m
treemarking_nospherecast 256m -> 128m
debris_wall 256m -> 128m
Reduce exposed stash network distance from 258 -> 128 meters
Increase hot air balloon and hot air balloon armour networking distance from 256 -> 512 meters